Transmute Spiritual (Action Powers)
Templates for Action |
- Main article: Powers (Action)
Bless
Trigger Action (Combo)
When you are using another power that usually only affects yourself, you can trigger this power to have it affect another person who is within Mind meters of you. You can do this for several people, with a separate shot cost for each. The power will affect everyone as long as they remain in the area or until it ends normally.
This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.
Celestial City
Limit Break
You call on astral spirits to transform a place. This creates an urban landscape, a mix of palatial pavilions and park. It has a radius in meters equal to your Create result. As a part of this process, you can manufacture objects with Body equal or less than your Mind and buildings with a Body equal to your Create. You do not have exact control over what's created, but it will always be aesthetically and functionally pleasing to you. You can change the Free Running difficulty of the terrain as long as your Create is higher than the current Free Running difficulty. You can set it to any value between zero and your Create skill (not the skill roll). If you succeed at a Create roll against the Body of a construction, it can be morphed to merge with the theme, but constructions of higher Body are only whitewashed; they retain form and function but are decorated to fit the new setting. The change lasts for the rest of the session or up to the end of the story as appropriate to the plot.
Lore
Basic Action
Touching an object tells you how it was made and if there are any legends or stories it has been involved in you learn those. You can tell its exact abilities.
Personal Purgatorium
Finisher
You send the target into a spiritual realm, where they re-live events from their life from different perspectives. For someone who has lived a life beneficial to others this can be a good experience, but the target gets to live through every experience they have ever caused for another, making this hell for most creatures. The creature is caught in this state until they have settled their conscience and worked out their reasons for acting. In most cases this will leave the target reformed and considerate, a good creature. But for those whose true nature is to be evil, the opposite can happen. For Mundane sinners this process takes only moments of real time, tough it takes ages of subjective time. For exceptional sinners or saints, and for creatures that are not Mundane, this causes the creature to disappear and be impossible to summon for a time, usually several years. A Mundane creature this happens to becomes some kind of supernatural creature appropriate to their ethos. You can choose to lessen the effect or even make this a personal paradise instead, but this also lessens the redemptive quality.
Seance of Power
Limit Break
You hold a seance to share power among the participants. You all form a chain of hands with up to your Mind participants. Select one power known to a participant. All participants can use this power for a scene.
This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.